Ranger Rework V1 - The Predator Ranger
A martial-first Ranger for players who want the class to feel dangerous every round without relying on
constant spell concentration.
Design Purpose
This version fixes the Ranger by making the hunt itself the core class engine. It treats the Ranger as a mobile striker with
expertise in pressure, pursuit, and target elimination. Magic remains useful, but the class does not collapse if concentration
breaks.
Combat identity: reliable martial pressure; Exploration identity: pursuit and route mastery; Social identity: interrogation
through observation, tracks, and habits.
What This Rework Fixes
- The Ranger no longer depends on a single concentration damage spell to feel like a Ranger.
- The class has a visible table role before level 3.
- Exploration features are written as procedures and resources, not vague permission.
- Subclasses enhance a clear base engine rather than repairing missing class identity.
- Wisdom matters without forcing every Ranger into spellcasting as the only source of value.
Core Class Assumptions
- Hit Die: d10. Primary abilities: Dexterity or Strength, plus Wisdom.
- Armor: light armor, medium armor, shields. Weapons: simple and martial weapons.
- Saving throws: Strength and Dexterity by default; tables wanting a more mystical Ranger may use Dexterity and Wisdom.
- Skills: choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
- Spellcasting remains half-caster progression, but this document avoids reproducing the official spell table. Use the
SRD-compatible Ranger spell progression as the baseline.
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Level Progression
Level PB Core Feature Subclass/Scaling Spell Notes
1 +2 Ranger Training, Quarry Die, Weapon - 2 prepared primal spells
Mastery
2 +2 Fighting Style, Fieldcraft - Spellcasting established
3 +2 Ranger Conclave Subclass feature 1st-level utility expansion
4 +2 Ability Score Improvement - -
5 +3 Extra Attack, Relentless Pursuit - 2nd-level spells
6 +3 Wilderness Expertise Quarry improves -
7 +3 Conclave Feature Subclass feature -
8 +3 Ability Score Improvement, Landstride - -
9 +4 Predator Momentum - 3rd-level spells
10 +4 Vanish in Motion - -
11 +4 Conclave Feature Subclass damage/utility -
12 +4 Ability Score Improvement - -
13 +5 Primal Aegis - 4th-level spells
14 +5 Feral Senses Quarry improves -
15 +5 Conclave Feature Subclass capstone-lite -
16 +5 Ability Score Improvement - -
17 +6 Master of the Wild Road - 5th-level spells
18 +6 Unseen Hunter - -
19 +6 Epic Boon or ASI - -
20 +6 Apex Ranger Quarry peak Signature capstone
Reading the table: the same skeleton is used across all five versions so that a DM can compare them quickly. The meaning of Quarry, Fieldcraft,
companion support, or techniques changes according to the chosen version.
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Signature Mechanics
Quarry Die
As a bonus action, mark a creature you can see or whose tracks you are following. Once per turn when you hit it, add your
Quarry Die. The die starts as d4, becomes d6 at 6th, d8 at 14th, and d10 at 20th. The mark lasts 1 hour, requires no
concentration, and can be moved when the target drops to 0 HP.
Relentless Pursuit
At 5th level, after you hit your quarry, your speed increases by 10 feet until the end of the turn and difficult terrain does not
cost extra movement.
Predator Momentum
At 9th level, when you reduce a quarry to 0 HP or score a critical hit against it, you can make one weapon attack as a bonus
action or move up to half your speed without provoking opportunity attacks.
Apex Ranger
At 20th level, once per turn you can add your Wisdom modifier to an attack roll, damage roll, or saving throw made against
your quarry.
Action Economy Rules
- A Ranger feature should not require a bonus action every round unless it replaces another strong bonus-action option.
- A feature that adds damage should normally trigger once per turn, not once per attack.
- Subclass reactions should compete with opportunity attacks and defensive reactions instead of creating extra free turns.
- Features that grant movement should specify whether they provoke opportunity attacks.
Resource Recovery
Short-rest recovery is used where the feature represents training, stamina, instinct, or practiced technique. Long-rest
recovery is used where the feature bends survival, fate, or primal magic. This keeps the Ranger active in adventuring days
with multiple encounters without turning every scene into full spell expenditure.
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Subclass Package Recommended for This Version
Stalker Conclave
- Ambush Expert: initiative and first-round repositioning.
- Shadowed Quarry: quarry die can be applied to stealth takedowns and pursuit.
- No Safe Path: at 11th level, marked targets provoke reaction movement.
- Perfect Ambush: at 15th level, the first missed attack against your quarry can be turned into a hit once per rest.
Subclass Design Rule
A Ranger subclass should answer one question: how do you hunt? Stalker hunts through ambush, Warden through territory
control, Beastbond through coordination, and Horizon through impossible movement. Avoid subclasses that merely add a
different damage type to the same attack routine.
Example Encounter Impact
- Before combat: the Ranger can identify tracks, likely routes, weak sentries, monster habits, or safe approach lines.
- Round 1: the Ranger should make a meaningful positioning or target-selection decision.
- Mid-fight: the Ranger should punish escape, relocation, hiding, or terrain abuse.
- After combat: the Ranger should convert evidence into direction, not simply roll Survival and wait for permission.
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Optional Modules
Primal Techniques Module
Technique Cost Effect
Thorn Step 1 die When you move at least 10 feet, ignore nonmagical difficult terrain and leave a 5-foot
patch of thorns until your next turn.
Scent of Blood 1 die After damaging your quarry, learn whether it is below half HP and gain advantage on the
next Survival or Perception check to track it.
Wind-Read Shot 1 die Before a ranged attack, reduce cover by one step unless the target has total cover.
Green Veil 1 die Add the die to a Stealth check; if in natural terrain, also hide light tracks for 1 hour.
Stone-Sense 1 die For 10 minutes, detect recent passage over stone, packed earth, ruins, caves, or worked
tunnels.
Companion Template Module
Template Role Baseline
Prowler Damage and stealth Fast movement, climb option, bonus to Stealth, precision bite/claw.
Guardian Durability and protection Higher HP, reaction to impose disadvantage near Ranger.
Scout Mobility and perception Fly or climb option by environment, enhanced Perception, lower
damage.
Monster Lore Procedure
- When observing a creature for 1 minute, the Ranger may ask one question: how does it hunt, where is it weak, what does
it fear, what terrain favors it, or what sign reveals its presence?
- On a successful Nature, Survival, Arcana, or Religion check as appropriate, the DM answers honestly but briefly.
- On a failure, the Ranger still learns a useful sign, but not a mechanical weakness.
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Balance Notes
- Damage is intentionally close to a Fighter with a lower action-surge ceiling.
- The no-concentration quarry solves the classic conflict between Hunter-style damage and actual Ranger spells.
- The class rewards target selection; it is weaker when forced to split damage every round.
Playtest Checklist
- Start with Quarry Die as d4. If the Ranger falls behind the Paladin and Fighter by level 7, let the die become d8 at level 10
instead of 14.
- Do not allow the quarry damage on every attack unless your table uses very high monster HP.
- Track whether bonus actions become crowded; this version assumes two-weapon fighting or spell-heavy builds need
meaningful choices.
Compatibility Notes
- Use ordinary SRD-compatible backgrounds, species, equipment, conditions, weapon mastery, and spellcasting rules.
- Existing Ranger subclasses can be ported by moving their first feature to level 3 and replacing any redundant
Hunter-style mark with a rider on Quarry.
- Magic items that improve spell DCs should not automatically improve Quarry Die damage unless explicitly intended.
- Multiclassing should grant Quarry only at Ranger level 1, but Quarry Die scaling should use Ranger level, not character
level.
DM Guidance
The Ranger improves when the campaign includes information, distance, danger, weather, movement, lairs, monster habits,
and consequences for bad routes. This does not mean every session needs a wilderness expedition. A city chase, ruined
temple, sewer route, border crossing, planar breach, or enemy camp can all be Ranger scenes.
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Detailed Level-by-Level Feature Text
Level Feature Rules Text Summary
1 Ranger Training Choose one Hunter Role: Archer, Dual-Wielder, Great-Weapon Rover, Shield Warden, or
Skirmisher. The role grants one trained tactic, not a feat, and can be changed whenever
you gain a Ranger level.
1 Quarry / Class Engine The class engine should be usable in round 1, should not require concentration, and
should interact with tracking outside combat. The mark is a promise that this target
matters.
2 Fighting Style Use any SRD-compatible Fighting Style appropriate to the weapon choice. This rework
assumes Archery, Defense, Dueling, Two-Weapon Fighting, or Blind Fighting are available
at the table.
2 Fieldcraft or Technique The Ranger gains a limited resource equal to proficiency bonus. It should support skills,
Resource mobility, pursuit, or terrain interaction, not simply add generic damage.
3 Conclave The subclass defines hunting method. The base class remains complete without waiting
for the subclass to fix damage, skills, or exploration.
5 Extra Attack The Ranger remains a martial half-caster. Features that replace one attack are allowed;
features that add a full extra attack every turn should be delayed or limited.
6 Wilderness Expertise The Ranger becomes reliable in its chosen pillar. This is the level where scouting, tracking,
route finding, or monster reading should stop feeling like a coin flip.
9 Predator Momentum Tier 2+ Rangers should be able to convert success into tempo: reposition, pressure a
second target, close distance, or escape retaliation.
13 Primal Aegis At high levels, the Ranger needs defenses against conditions and magical environments,
otherwise its mobility fantasy collapses.
17 Master Feature The Ranger should now alter the whole party’s relationship with distance, hostile territory,
and pursuit scenes.
20 Apex Ranger The capstone should work every adventuring day and should reinforce the chosen engine
rather than add a disconnected nova button.
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Feature Rewrite Blocks for Direct Table Use
Quarry - Table Version
As a bonus action, choose one creature you can see within 90 feet, one creature whose tracks you are following, or one
creature you have studied for at least 1 minute. The target becomes your quarry for 1 hour. Once per turn when you hit your
quarry with a weapon attack, you deal extra damage equal to your Quarry Die. The mark ends early if you are incapacitated,
if you mark another creature, or if the target is on another plane of existence for more than 1 minute.
Fieldcraft - Table Version
When you or a creature you guide makes a Ranger skill check, you can spend one Fieldcraft use to add 1d6 after seeing the
d20 but before the DM declares success or failure. Ranger skills are Animal Handling, Athletics, Insight, Investigation,
Nature, Perception, Stealth, and Survival. At level 10, the die becomes 1d8.
Landstride - Table Version
Starting at level 8, nonmagical difficult terrain does not cost you extra movement. You also have advantage on saving
throws against plants, webs, mud, ice, loose stone, or similar terrain hazards that would restrain, slow, knock prone, or move
you against your will.
Feral Senses - Table Version
Starting at level 14, you do not suffer disadvantage on attack rolls against a creature merely because it is invisible if it is
within 30 feet and you can hear it, smell it, feel its movement, or see signs of its passage. This does not reveal the creature
to your allies.
Unseen Hunter - Table Version
Starting at level 18, when you take the Hide action or become lightly obscured by natural or ruined terrain, you can remain
hidden from your quarry even after moving up to half your speed, provided you do not attack or cast a spell with verbal
components.
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Sample Builds
Build Ability Priority Core Choices How It Plays
Silent Archer Dexterity, Wisdom, Archery, Stealth, Perception, Opens fights from range, controls target
Constitution Survival priority with Quarry, and scouts ahead
without needing the whole party to stop.
Twin-Blade Rover Dexterity, Constitution, Two-Weapon Fighting, Acrobatics Lives in the bonus-action economy;
Wisdom or Athletics, Survival excellent sustained pressure but must
choose between off-hand attacks, Quarry
movement, and utility.
Strength Warden Strength, Constitution, Defense or Dueling, Athletics, A front-line Ranger who controls
Wisdom Insight, Perception chokepoints, protects allies, and uses
terrain as a defensive tool.
Beast Scout Wisdom, Dexterity, Companion module, Animal Uses two positions and two sensory
Constitution Handling, Nature angles. Strong in scouting and pursuit,
moderate in direct burst damage.
Primal Skirmisher Dexterity, Wisdom, Techniques module, mobile Uses short-rest techniques to solve small
Constitution weapons, Nature tactical problems without spending all spell
slots.
Spell Use Philosophy
- Damage spells should be optional, not mandatory for baseline class performance.
- Concentration should create tactical commitment, not prevent the Ranger from using its class identity.
- Prepared spells should let the Ranger answer specific environments: darkness, cliffs, beasts, poison, weather, disease,
pursuit, and escape.
- The best Ranger spells are those that change how an encounter begins or ends, not only those that add one more
damage number.
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Encounter Templates for Testing
Template Purpose What to Observe
Ambush in Broken Terrain Tests initiative, perception, cover, and Does the Ranger make a distinct decision before the Fighter
first-round target marking. or Rogue simply attacks?
Fleeing Elite Enemy Tests pursuit, movement, and Quarry Can the Ranger keep pressure without invalidating the chase
continuity. for everyone else?
Hazardous Route Tests exploration procedures. Does the Ranger reduce cost, reveal information, or create a
route choice?
Monster With Habits Tests lore and observation. Can the Ranger infer behavior from signs instead of rolling
generic knowledge?
Long Adventuring Day Tests resource economy. Does the Ranger still contribute after spell slots are low?
Tuning Knobs
Problem at Table Adjustment
Ranger damage too low Increase Quarry Die one step at level 10, or allow Wisdom modifier to Quarry damage
starting at level 11.
Ranger damage too high Keep Quarry at d4 until level 7, and prevent subclass damage from stacking on the same
hit.
Too much bonus-action conflict Let Quarry be moved for free when the current quarry drops to 0 HP.
Exploration still feels vague Use Trail Authority choices at the start of every travel segment, dungeon approach, or
infiltration route.
Companion slows the game Use companion average damage and one defensive reaction; avoid separate complex stat
blocks.
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Attribution and License
This work includes material from the System Reference Document 5.2 (SRD 5.2) by Wizards of the Coast LLC, available at
[Link] The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at
[Link] This document is unofficial homebrew content and is not endorsed by Wizards of the Coast.
Author Note
These five PDFs are deliberately different design experiments. V1 prioritizes combat feel. V2 prioritizes exploration
authority. V3 prioritizes the companion fantasy. V4 prioritizes primal half-caster identity. V5 is the recommended unified
version for campaign play.
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